How so?
Well, I learned I may have an older beta (they apparently pulled the beta around the 25th of October or so for a few days before releasing an updated one), but unless there's a big change I don't think I'll keep playing the beta.
See, here's the great thing about Awesomenauts as a multiplayer game (keep in mind my experience with multiplayer games has been limited to either fighting games {like Smash Bros.} or twitch shooters {like Halo or CoD}, where both genres' entire goal is to kill as many as possible): You don't have to be good at killing. The entire point of the game is to push to your enemy's base, so if you find yourself a little overwhelmed, you can go about sneakily and help make your opponents' turrets fall for the ultimate push. You
can go after their team directly if you feel up to it, but it usually requires coordination with your teammates or very careful planning on your part.
But here's the problem with the leveling system as it is in the beta: if one team gets an early kill or two, that not only gives them extra monies to buy more upgrades to kick your ass, but
also gives them stat boosts so they can kick your ass harder. If a team gets more kills, they get so much more experience that it becomes impossible to push back and win because they are better at pushing than you, they can take more hits than you, and they can hit harder than you. To a new player who hasn't yet grasped the flow of the game, much less knowing when to get out and when to stay in or the best way to push or even how support or team attacking works, this is simply awful.
To give an anecdotal example, I was just starting to take on lvl 4 computers (80% I guess) and winning maybe 40% of the time in the main game when I decided to play some more beta. In the beta, I turned the computers down to lvl 3 (60%) and was losing 90% of the time, because no matter who on my team died, it always, always resulted in the opposite team stomping all over us because, as I said, it made them harder, faster, better, stronger.